Path of Exile Questions Thread - September 03, 2019 |
- Questions Thread - September 03, 2019
- ??? Help - I’m in The Riverways on Act 2 & I just killed that boss that you can only range since you can’t walk over there & I can’t pick up my loot. Am I stupid?
- ༼ つ ◕_◕ ༽つ PATCH NOTES TAKE MY ENERGY ! ༼ つ ◕_◕ ༽つ
- Level 32 Uber Elder Kill Deathless [3.7]
- Have a look at one of the Blight-specific uniques in 3.8.0.
- Every League it is the same struggle :/
- [Fanart]-Still sane, Exile?
- GGG can we create a 'default' stash layout?
- The solution to melee is not to make melee skills ranged
- We know that feel bro
- Queen of the dead #2
- Finally got my rewards for the video competition!
- Is that kind of League again.
- Balance in Path of Exile: Blight
- Ah, its this time again
- GGG, there needs to be a CLEAR difference between Melee skills affected by AOE and those with WEAPON RANGE in terms of balance.
- PoE is asking me to join Legion (when league is off) and create character (when I have no space left) :D
- [Suggestion] Let me see where portals would spawn when you edit the map device.
- Someone requested a non-Necromancer mspaint build so here you go
- First time playing with CI :D
- [LSC] The Default Attack Build
- Made some spectre boots (but I don't even play on standard...).
- Can we have this sniper rifle added as an MTX to the game?
- Why are the fragments stash tab windows smaller than all the others?
- Check out another new Divination Card from the Blight expansion.
- So Close, yet So Far, an SSF Story
Questions Thread - September 03, 2019 Posted: 02 Sep 2019 05:07 PM PDT Questions Thread - September 03, 2019 This is a general question thread on September 03, 2019. You can find the previous threads here. Remember to check the Wiki first. You can also ask questions in the #any-question channel in our official Discord. The idea is for anyone to be able to ask anything related to PoE:
No question is too big or too small! We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best. [link] [comments] | ||
Posted: 03 Sep 2019 06:28 AM PDT
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༼ つ ◕_◕ ༽つ PATCH NOTES TAKE MY ENERGY ! ༼ つ ◕_◕ ༽つ Posted: 03 Sep 2019 12:23 PM PDT Only a few hours away! ༼ つ ◕_◕ ༽つ PATCH NOTES TAKE MY ENERGY ! ༼ つ ◕_◕ ༽つ [link] [comments] | ||
Level 32 Uber Elder Kill Deathless [3.7] Posted: 03 Sep 2019 11:46 AM PDT
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Have a look at one of the Blight-specific uniques in 3.8.0. Posted: 03 Sep 2019 02:19 PM PDT
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Every League it is the same struggle :/ Posted: 03 Sep 2019 05:16 AM PDT
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Posted: 03 Sep 2019 10:53 AM PDT
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GGG can we create a 'default' stash layout? Posted: 03 Sep 2019 11:25 AM PDT I've not played for too long, I started in Bestiary. I don't have too many tabs myself, probably like 15? That said it's already a mild annoyance each League to have to set up my tabs with names, colours, positions etc. Is there any way we can perhaps set up our stash on standard and this becomes the 'default' setup each League? Again, minor annoyance but I dread to think how annoying it is for players with 30, 40, 50+ stash tabs etc. [link] [comments] | ||
The solution to melee is not to make melee skills ranged Posted: 03 Sep 2019 05:43 AM PDT 3.7 was not a melee league, it was just a patchwork fix for skills with the "melee" tag. What is melee? It might be obvious, but the melee archetype is a style of combat that is present in most RPGs where the player controls a single character, and is also available in a lot of other genres. The primary appeal of melee combat, is to be up close and personal with your enemies, exploiting the way they move to get in strong hits whilst accepting the risk of being within the range for the opponent to do the same. This is an archetype that works exceedingly well in PoE. Skills such as Molten Strike and Double Strike have in the past excelled at damage at the cost of being close to the enemy. What is not melee? Reave, screenwide cyclone, tectonic slam etc. etc. That's not to say these skills aren't cool, but they most certainly are not melee. The "melee" patch 3.7 3.7 did most certainly have amazing changes for actual melee skills in the forms of smoothness of gameplay and damage buffs, especially in the form of flat damage. But ultimately, the primary change was giving melee more ways to not be melee. This was very clear in the form of new support gems, weapon range scaling, and more area scaling options on the tree. Yeah, that's pretty cool, this way my "melee" tag skills can also clear screenwide like bow builds and spells. Howeve, that's not the appeal of melee combat. Melee in Path of Exile Actual melee combat comes with huge consequences and very minor (if any) advantages in PoE. You are forced to tank melee hits, projectile attacks are significantly harder to dodge, clearspeed is nonexistent. Upsides? I dunno maybe some forms of life regen are easier to scale and you can get a lot of DPS with VDS? How to fix actual melee Ok so this is a tough one, so far it's clear that melee just fucking sucks in PoE. So why would anyone ever want to play melee? That's right, rather than just making melee ranged, how about incentivising melee? So, how do we do that? I'm not a professional game dev and I'm certain GGG can think up way more and better ideas, but I pulled some out my ass so we can start with those: 1: Proximity effects Proximity effects similar to Pride or Point blank are actually amazing, they only work if you're actually standing close to the enemy, which inherently makes you want to stand in melee. Other types of proximity effects than damage could also be played around with, how about proximity Max res increase/armour multiplier/complete damage reduction in the forms of notables or auras? 2: Give real melee skills bigger numbers "And then we doubled it" It's reasonable for something like melee with massive drawbacks to have some sort of inherent advantage. More damage is the obvious choice here, giving the possibility of great boss damage with minimal investment would be a significant upside. It's also possible to bake survivability or other utility straight into skills that need it. 3: Strike-skill specific things Notables and support skills that are incredibly powerful but only work with "strike" skills should be available. If there are specific "strike" skills that benefit too much from these, the tag can just be removed so they don't benefit from it. Things like instant leech, life on hit, damage multipliers, attack speeds etc. all make good options here TLDR Melee sucks, and making melee skills ranged doesn't change that fact, it just gives us more homogenous ways of playing the game and doesn't actually fix the fact that the archetype offers nothing compelling. The only way to solve this is to give things that are specific to abilities that are actually used from melee range. edits: words and formating [link] [comments] | ||
Posted: 03 Sep 2019 01:55 AM PDT
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Posted: 03 Sep 2019 12:45 PM PDT
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Finally got my rewards for the video competition! Posted: 03 Sep 2019 09:00 AM PDT
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Posted: 03 Sep 2019 12:21 PM PDT
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Balance in Path of Exile: Blight Posted: 02 Sep 2019 05:15 PM PDT
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Posted: 03 Sep 2019 04:32 AM PDT
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Posted: 03 Sep 2019 08:06 AM PDT IMHO Weapon range as a stat is in an awkward place right now to the point that I, a player who played POE for a long time, need to check for every skill that makes use of that stat or not. Now that you have pushed the stat further on the skill tree, there needs to be a classification for the skills that gets its range boosted by either Weapon Range or Area Of Effect. Make STRIKE skills only get boosted by Weapon Range and make other Melee skills get boosted by Area Of Effect modifiers and balance around that. No need to make it awkward for some skills like a cyclone which can have its range affected by both Weapon range and AOE, just push it as an AOE only skill and balance around that ( like Reave give it +radius). This way other melee skills won't get hurt when balancing other abilities. Ideas I have: Each melee weapon to have a Weapon Range stat + an Increased Melee Radius, this way Two-handed weapons can have an edge in terms of Range(and can boost both Weapon range and Aoe skills Range) but maybe have less attack speed than their lower Range weapons counterpart. Strike Skills to have inherent Weapon range modifiers to ease the ability to understand what the stat does to the skill and that the skills are able to be boosted by such stat. Note: Sorry for my poor English, I just hate this design choice by the devs to balance things this way and wanted to put my opinion out there. Also, GGG Pls don't gut something when there isn't a Replacement in the same patch (Too many examples to give but just look at Occultist ) [link] [comments] | ||
Posted: 03 Sep 2019 03:21 AM PDT
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[Suggestion] Let me see where portals would spawn when you edit the map device. Posted: 03 Sep 2019 09:18 AM PDT
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Someone requested a non-Necromancer mspaint build so here you go Posted: 03 Sep 2019 08:41 AM PDT
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Posted: 03 Sep 2019 11:55 AM PDT
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[LSC] The Default Attack Build Posted: 02 Sep 2019 08:50 PM PDT
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Made some spectre boots (but I don't even play on standard...). Posted: 03 Sep 2019 10:19 AM PDT
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Can we have this sniper rifle added as an MTX to the game? Posted: 03 Sep 2019 06:50 AM PDT
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Why are the fragments stash tab windows smaller than all the others? Posted: 03 Sep 2019 11:31 AM PDT
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Check out another new Divination Card from the Blight expansion. Posted: 02 Sep 2019 08:16 PM PDT
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So Close, yet So Far, an SSF Story Posted: 03 Sep 2019 09:12 AM PDT
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